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Oculus Rift Dk2

Nov 09, 2014 Thoemse link
Hello!

I played VO on and off over the years. I just recently found out it has rift support wich makes it incredibly interesting to me.

I downloaded the client and tryed it with the tutorial.
It does look amazing but the UI is not in the right place and it does move with my head.
Is there a way to fix this. If yes i will resubscribe for sure.
Nov 22, 2014 Thoemse link
Nobody playing this with the rift?
Nov 28, 2014 raybondo link
Unfortunately, we don't have a DK2 to test with at this time.
Dec 30, 2014 Thoemse link
Do you plan on getting one?
I could provide you feedback but i seriously doubt that it is of any use if you don't even have a DK2.

I think you underestimate what the OR can do. It is what makes elite dangerous outstanding right now.
Jan 16, 2015 incarnate link
So, we have a DK2 now, and we released API support for it some time ago. I've played quite a bit on the DK2.

Our Rift implementation is a prototype, as a lot of complex UI work is needed. But I think there's a misunderstanding about how it works. The UI is locked to the front of your ship, so it basically gives an impression of which way you're facing, since you can't otherwise see your ship (unless you hit F9 and fly in third-person).

Given the text on the UI, it also requires some "looking around" to give it enough resolution to be legible. Again, the implementation was a quick one, not a perfect one.

We intend to continue supporting the Rift, but understand that.. no one has them yet (relatively speaking), and the SDK has evolved a great deal since we initially rolled out support back in July of 2013. If we had burned a lot of effort optimizing for the system back then, some of it would be of questionable value now (for instance, we did spend a lot of time on magnetic calibration, something that has been dropped from the Rift after the "HD").

Even the whole direct-access vs expanded-desktop methods represent changes in how to best handle the OR.

So, just as a general overview.. we are going to continue improving the HMD implementation of the game. It will come after the DX11 renderer is stabilized, and we back-port the Rift into the DX11 engine, and probably add direct-access support.
Jan 21, 2015 Thoemse link
That is great news!

I understand that it is early still but according to oculus there should not be much diff between the DK2 and CV1.

I understand that DX11 has higher priority (and it should!) but it is great that you are working on the rift.
Space games relly work well with the rift and so will yours from what i saw.

Edit: Resubbing to see how it is right now.

Edit2: Did some testing now. DX11 wont work (black screen) but DX9 works fine. The game is playable and the 3D effect and head tracking is great. I am not 100% sure about the solution with the HUD. I like it a lot more how elite did it but it works wich is much better then most devs trying to add rift support.
I did not find a way to define a button for recentering the rift though. Could you add that? I think that would be done very quickly without wasting much of your time.

Keep it up - this is pretty cool and usable overall.